Search Results for author: Ahmed Khalifa

Found 40 papers, 14 papers with code

Affectively Framework: Towards Human-like Affect-Based Agents

no code implementations25 Jul 2024 Matthew Barthet, Roberto Gallotta, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis

Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels.

Evolutionary Machine Learning and Games

no code implementations20 Nov 2023 Julian Togelius, Ahmed Khalifa, Sam Earle, Michael Cerny Green, Lisa Soros

Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes.

Lode Enhancer: Level Co-creation Through Scaling

no code implementations3 Aug 2023 Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis, Ahmed Khalifa

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels.

Lode Encoder: AI-constrained co-creativity

no code implementations2 Aug 2023 Debosmita Bhaumik, Ahmed Khalifa, Julian Togelius

We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner.

Controllable Path of Destruction

no code implementations29 May 2023 Matthew Siper, Sam Earle, Zehua Jiang, Ahmed Khalifa, Julian Togelius

The PoD method is very data-efficient in terms of original training examples and well-suited to functional artifacts composed of categorical data, such as game levels and discrete 3D structures.

Generative Personas That Behave and Experience Like Humans

no code implementations26 Aug 2022 Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large.

Play with Emotion: Affect-Driven Reinforcement Learning

no code implementations26 Aug 2022 Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis

According to the proposed paradigm, RL agents learn a policy (i. e. affective interaction) by attempting to maximize a set of rewards (i. e. behavioral and affective patterns) via their experience with their environment (i. e. context).

Decision Making reinforcement-learning +2

Mutation Models: Learning to Generate Levels by Imitating Evolution

no code implementations11 Jun 2022 Ahmed Khalifa, Michael Cerny Green, Julian Togelius

Search-based procedural content generation (PCG) is a well-known method for level generation in games.

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials

no code implementations11 Apr 2022 Michael Cerny Green, Ahmed Khalifa, M Charity, Julian Togelius

In this paper, we present a method for automated persona-driven video game tutorial level generation.

Diversity

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset

no code implementations21 Feb 2022 Matthew Siper, Ahmed Khalifa, Julian Togelius

The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level.

Learning Controllable Content Generators

1 code implementation6 May 2021 Sam Earle, Maria Edwards, Ahmed Khalifa, Philip Bontrager, Julian Togelius

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic.

Game Mechanic Alignment Theory and Discovery

no code implementations20 Feb 2021 Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan, Julian Togelius

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations.

Deep Learning for Procedural Content Generation

no code implementations9 Oct 2020 Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius

This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.

Mixed-Initiative Level Design with RL Brush

1 code implementation6 Aug 2020 Omar Delarosa, Hang Dong, Mindy Ruan, Ahmed Khalifa, Julian Togelius

This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation.

reinforcement-learning Reinforcement Learning (RL)

Multi-Objective level generator generation with Marahel

1 code implementation17 May 2020 Ahmed Khalifa, Julian Togelius

This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language.

Mech-Elites: Illuminating the Mechanic Space of GVGAI

no code implementations11 Feb 2020 M Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius

This paper introduces a fully automatic method of mechanic illumination for general video game level generation.

Mario Level Generation From Mechanics Using Scene Stitching

no code implementations7 Feb 2020 Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications.

Rotation, Translation, and Cropping for Zero-Shot Generalization

1 code implementation27 Jan 2020 Chang Ye, Ahmed Khalifa, Philip Bontrager, Julian Togelius

Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games.

Reinforcement Learning Reinforcement Learning (RL) +2

Bootstrapping Conditional GANs for Video Game Level Generation

no code implementations3 Oct 2019 Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels Justesen, Sebastian Risi, Julian Togelius

Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.

Image Generation

Automatic Critical Mechanic Discovery Using Playtraces in Video Games

no code implementations6 Sep 2019 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius

In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system.

Procedural Content Generation through Quality Diversity

1 code implementation9 Jul 2019 Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis

Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics.

Diversity Evolutionary Algorithms

General Video Game Rule Generation

no code implementations12 Jun 2019 Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, Julian Togelius

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition.

ELIMINATION from Design to Analysis

no code implementations15 May 2019 Ahmed Khalifa, Dan Gopstein, Julian Togelius

Elimination is a word puzzle game for browsers and mobile devices, where all levels are generated by a constrained evolutionary algorithm with no human intervention.

Intentional Computational Level Design

1 code implementation18 Apr 2019 Ahmed Khalifa, Michael Cerny Green, Gabriella Barros, Julian Togelius

The procedural generation of levels and content in video games is a challenging AI problem.

Diversity Evolutionary Algorithms

Tree Search vs Optimization Approaches for Map Generation

5 code implementations27 Mar 2019 Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius

We compare them on three different game level generation problems: Binary, Zelda, and Sokoban.

Evolutionary Algorithms

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning

3 code implementations4 Feb 2019 Arthur Juliani, Ahmed Khalifa, Vincent-Pierre Berges, Jonathan Harper, Ervin Teng, Hunter Henry, Adam Crespi, Julian Togelius, Danny Lange

Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment.

Atari Games Board Games

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

1 code implementation9 Sep 2018 Matthew Stephenson, Damien Anderson, Ahmed Khalifa, John Levine, Jochen Renz, Julian Togelius, Christoph Salge

This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms.

Benchmarking Game Design

Generating Levels That Teach Mechanics

1 code implementation18 Jul 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius

The automatic generation of game tutorials is a challenging AI problem.

Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

1 code implementation28 Jun 2018 Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager, Ahmed Khalifa, Julian Togelius, Sebastian Risi

However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels.

Clustering Dimensionality Reduction +3

Talakat: Bullet Hell Generation through Constrained Map-Elites

no code implementations12 Jun 2018 Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles.

"Press Space to Fire": Automatic Video Game Tutorial Generation

no code implementations30 May 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

We propose the problem of tutorial generation for games, i. e. to generate tutorials which can teach players to play games, as an AI problem.

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms

1 code implementation28 Feb 2018 Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas

In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL).

DeepTingle

no code implementations9 May 2017 Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle.

General Classification Translation

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